Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]

Basic Information

On Nov 2017 Bloodborne tools were released by daemon1, opening path to properly datamine Bloodborne's files which includes models, textures and other assets. In Data Mining page are listed unused enemies, NPCs and weapons as well as inside look on how the game operates. Huge thanks goes to Sanadsk, Gibbed and Lance McDonald for exploring files and sharing all the discoveries, BellringerKat for going through the text files and Richard Pilbeam for formatting and really helping out.

Released on Nov 26, 2017 on XeNTaX game research forum. Feel free to give daemon1 thanks for all his hard work.

Usage

1. unpack .dcx archives with current bindertool

2. drop .flver files onto BloodBorne_model.exe to get models

3. drop .tpf files onto Bloodborne_texture.exe to get textures

Notes about models

Multiple UV pairs will only be exported to ASCII.

model skeletons in both SMD and ASCII will be broken, delete them.

to get animation skeleton, you need to put skeleton.hkx next to the tool when extracting. This file is usually found in animation archive of that character. This animation skeleton will not be perfect (some bones may be missing, and can be shifted somehow). This will be fixed later. If no skeleton.hkx file present, skeleton may be in another .HKX file for that model. Rename it to skeleton.hkx for convertion.

Text Documents

Dialogue Reference contains the whole dialogue script for all characters from the base game (no League & DLC). Subtitle text was extracted by BellringerKat, Audio extracted by JackSparrow420, formatted and compiled by Richard Pilbeam. Unused subtitled dialogue highlighted in this color. Unused audio dialogue without subtitles highlighted in this color. Characters are in alphabetical order. UPDATE: On Jan 13, 2018 Sanadsk was able to extract files from The Old Hunters DLC.

Datamined EN & JP Dialogue Comparison contains the whole dialogue script for all characters from the base game and DLC. Subtitle text was datamined by Lance McDonald and Sanadsk, formatted and compiled by Richard Pilbeam. Unused subtitled dialogue is highlighted in this color.

Original story draft[Wiki Page] - found in huge text dump, written in Japanese. In December 2017 extracted by Sanadsk and translated by Lokey. This early draft align with pre-release tidbit of story published on portuguese store fnac.pt (translation) in February 2015.
Not all of the dialogues were translated, as some of them were duplicates of existing dialogues. For more information check the Bloodborne Original Cut Dialogues document.

Bloodborne Master Spreadsheet (Public), this spreadsheet was compiled by Sanadsk. It includes the IDs for the Weapons, Armors, Items and Characters which were dumped from the files of Bloodborne and were fully reorganized for a more user-friendly approach. Special Thanks to ZullieTheWitch, id-daemon, luxox18 and rivernyxx for their huge help into making Datamining Bloodborne possible!

Datamined Blood Gem Effects contains complete list of all Blood Gems effects ID 13101 - 116620, these are taken directly from the game files (manastone_effect) so some, mostly highest tiers, aren't possible to obtain naturally in the game. For effects under ID 117101 - 176620, continue to the Datamined Blood Gem Effects Pt.2.

Datamined Caryll Rune Effects contains complete list of all Caryll Rune effects ID 1100000 - 1140002, these are taken directly from the game files (manastone_effect).

Datamined Area Names contains complete list of all area names, ID 2100 - 503700, these are taken directly from the game files.

Datamined Item IDs contains complete list of all items, ID 100 - 12110, these are taken directly from the game files.

Datamined Character IDs contains complete list of all character IDs 6040 - 7220 and stats, these are taken directly from the game files.

UPDATE: Internal Item Name List EN & JP contains all item names, a lot of them are blank though. Names in " " are rought translation. Names without it are in English in the data. In the table below are featured names worth mentioning.

Japanese

Translation

観測盤の鍵

Key to Observation Board - DLC item

時計塔の狩人証

Clock Tower Hunter Badge - right after Firing Hammer

祭祀の痕跡

Ritual Vestige (6) - Comes right after Ritual Blood (5)

完全な祭祀の痕跡

Perfect Ritual Vestige

墓所カビの胞子（６）

Tomb Mold Spore (6) - Comes right after Tomb Mold (5)

舞いあがる墓所カビ

Soaring Tomb Mold

リゲインアップ

Regain Up

銃威力アップ

Upgrade Gunpowder

ヌルヌル化

Null Null

コズミックアロー

Cosmic Arrow (Blacksky Eye?)

怨霊弾

Onryo Bullet (Accursed Brew?)

流れる血の潜み

Hidden Incoagulable Blood

呪われた流血

Cursed Incoagulable Blood

ヴェルミクルム

Vermiculum

輝く線虫

Radiant Eelworm

Notes from text files

Hunter's Dream map was almost certainly the very first map that From designed judging by its index and then every other map follows in sequence.

The dead family that the Suspicious Beggar is eating are listed as NPCs, not just corpse models, they were probably going to be actual interactive characters who were sheltering in the windmill.

Short description of the Rune Workshop Tool: "Enables etching Caryll's runes into one's consciousness". Since people speculated if the hunter did actually etch them on their skin or not.

"Petrified Blood Gems" were used to get gems the same way we obtain special ones from Amelia's pendant, the Doll's Tear, and the Red Brooch. Here's the description for a few of them: "Petrified Blood Gem: Acquire Droplet Blood Gem" - "Petrified Abyssal Gem: Acquire Circular Abyssal Blood Gem".

The Italian text files contain an interesting localization error: The description of the Chikage is the same as the one in the final game (which is identical to the English one), but the blade is, for whatever reason, named Rakuyo. Despite it being clearly an error, it proves that the translation team was already in possession of the DLC item descriptions and dialogues or at least some of them back when the main game came out. Or perhaps Rakuyo was the original name for the Chikage and it was changed later on.

Sound Files

The Actual Soundtrack of Bloodborne: Credit goes to JackSparrow420 for going through the sound files and sharing this. Soundtrack files .at9 is 184MB. These files will need to be converted to wav. There are included two tools necessary for this conversion inside the zip - at9tool.exe and at9convert.jar. When fully converted, these 43 files will take up a 2GB. Thus, you will need at least 2GB free space if you want all 43 tracks in wav form. Needless to say, this is the purest way to listen to Bloodborne's soundtrack.

Read Me:

You must have Java in order to run at9convert.jar. You can still use the at9tool.exe, but you will have to convert files one at a time. In other words, the at9convert.jar is just for efficiency. It will automatically find and convert every at9 file in its current location in a loop until they are all finished.

For those that are completely inept at all things computers, don't worry. This tool is stupid-easy. Place the at9tool.exe and the at9convert.jar in the folder with the at9's you wish to convert. You can convert as many at9's as you would like. (Lots of them are just different versions of the same song)

Run the at9convert.jar on the command line: java -jar at9convert.jar ...(you can also run it by double clicking)

If you don't have java, open up the command line and run at9tool.exe by hand for every file: at9tool -d < at9fileName.at9 > < wavfileName.wav >

Bloodborne's maps files are split up into "levels" named m21,m22,23,m24,m25,m26,m27,m28,m29,m32 and m33. For most of the files, you can see that they start with one of those tags. The filenames have not been changed, so this tag lets us know which group they came from. As far as track listing, the only thing known so far is that m21 is the Hunter's Dream, m24 is Central Yharnam/Cathedral Ward and m23 is Old Yharnam. The rest overlap a good amount.

m240000051.at9 is the menu music, and the wav at the root of the zip is more menu music. The rest are proper boss fights, as well as the music in the dream.

Additional tools for converting .at9 file made by NovaTheLoneHunter. This .zip contains ffmpeg.exe and a .bat file to help make it easier to convert all Bloodborne's .at9 to .wav and full quality .mp3 after.

# How to:

Place the convert-all.bat and ffmpeg.exe into
the same folder containing at9tool.exe and
Bloodborne's .at9 sound files you want to
convert.

Then double-click run convert-all.bat and Then
choose an operation you want to perform.

The Sound Effects of Bloodborne: Credit goes to JackSparrow420 for going through the sound files and sharing this. Sound effects are in .wav format and zip file size is 122MB. It includes all the stuff like: retrieval, healing, magic, explosions, messengers, menus, blood and guts and everything in between.

All Dialogues (Audio): Bloodborne All Dialogues is a series of videos from muge, finished on July 15, 2018, ‬for all the dialogue lines from Bloodborne, in all the languages that the game received a dub for. This series includes the other languages the game was dubbed, particularly: German, French, Italian, Latin-American Spanish, Spanish (Europe), Japanese and Brazilian Portuguese, and also includes the cut and/or unused dialogues in those languages as well. These are extracted directly from the game's files, and are therefore free of background/ambient sound.

Cut/uncut dialogues: Credit goes to JackSparrow420 for going through the sound files and sharing this. For characters, their audio is split into two locations. The first would be in folders that represent each "level" in Bloodborne, which contain all of the dialog for the characters that appear in that level. For things like attacks, screams or taunts, you would have to go into a different folder, one for each individual character. These clips from the Doll are the only thing that I have found that is not in that script, aside from the Gehrman dialog. Lets get into it. First, let it be noted that this was found in the folder for the Cainhurst dialog. So these clips are right next to Queen Annalise and Alfred's. Most likely they used the actress' voice as a placeholder until they found the real Queen or something, as she has some lines that are essentially identical to Annalise.

"Is someone there? Well, whoever you are it matters not. I will not die, tarnished as I am. You came here for naught, be off with you. Cease this. I am Queen of the Vilebloods. The Healing Church binds all tongues, now off with you. You are a peculiar one, you have nothing to gain by speaking with me. Well if you truly do not fear the Healing Church, tell of your thoughts, your desires. I...I am afraid, that... I cannot do. Please, I do not wish to lose anyone else. But thank you, it was a kind offer, my ancestors smile. I can help with other things, holding no contracts. Anything that you wish, anything at all. Very well, you are kind to me. You are a friend. I will help you, however I can. You are welcome here. What do you require? I see. Now you must go. A blessing upon you, and your heartfelt kindness. Oh dear me, have I offended you? I am Undead, there is nothing you can do to hurt me. They have failed...and so will you."

More Cut Dialog (in the script): Please note that there may be things in here that are in game, and it might not be all of the cut dialog. This includes: Arianna, Blood Minister, Gilbert, Laurence, Password Guy

There is a subfolder inside Willem's folder, which has clips from his in game character, separate from his dialog. This includes some creepy horror movie gibberish, as well as a lot of magic-like sound effects. The magic effects suggests that Willem might have actually had attacks at one point, and may have even been a boss. This theory will have to be proved by ZullieTheWitch or by digging through his animations.

Other Audio: In the zip file there are also random clips that may be of interest to some people. This is all stuff that you have heard in-game. Including: Bellmaiden Chimes, Brainsucker, Egg enemy - This is some of its audio. Little hatchling cries and stuff,
Slug Princess, Huntsmen - 50 quotes from mob

The Plain Doll Hums: Credit goes to muge for going through the sound files and sharing this. You will find this short little unused clip of the Doll humming as at9 file [v210402000.at9] in sprj_sm21.fsb.

Map Data

/u/Bond697 has provided this map data which has been translated. Also some .tpf minimap image data here that looks like chalice dungeon path data: image 1, image 2, image 3, image 4, image 5. It appears that the developers played around with potentially giving the player a minimap in the chalice dungeons. The final images go as far as noting the locations of ladders and other landmarks.

Minimap Images - This is an album of all 90 minimap images [download, imgur]

Dropoff has extracted renders of maps for reflections from all areas, some of them are older map versions. [download]

Menu Textures

MENU_Common_00100.dds: This texture sheet shows off multiple unused icons as well as indication they either planned to or were thinking about allowing the player to hold 3 weapons and guns at the same time.

MENU_Common_00092_dx10.dds: Note icons very similar to Demon's Souls stats. Red is Bleed resistance, Purple and Blue are Disease and Poison, Yellow and Orange are Curse and "Therianthrope". We could see "Therianthrope" bar filling when defeating the Cleric Beast in public alpha tests. In modified TGS/Alpha build you can see them popping up when leveling up the "Willpower" stat.

MENU_Icon_00003_dx10.dds: This is a very interesting one, it has what appears to be possibly 5 different types of blood gems, as well as a set of Caryll Runes on small scraps of paper or parchment. It's possible that the player was originally going to transcribe the runes themselves [image]

Loading Screen 1, Loading Screen 2: These are 2 loading screens saved in the menu icons. Both are not visible when loading their respective .dds file until you disable the alpha channel on the texture. Then they become perfectly visible.

Restoring Cutscenes [Examples]

Several unused cutscenes exist in Bloodborne. These are in-engine cutscenes, like those which play during the game, not pre-rendered CG animation, like the movie which plays if the game is left idle on the title screen. Lance McDonald (youtube.com/warpchair) has partially restored them, though the restorations lack audio and feature some camera and lighting glitches due to them not being intended to play in the final game. It was also possible to alter the lighting and camera settings of existing cutscenes to show details which were previously obscured.

Cleric Beast Appearance in the Grand Cathedral: This cutscene depicts the Cleric Beast as the boss of the Grand Cathedral, rather than Vicar Amelia. In this scenario, the Grand Cathedral appears to have initially been empty, with the cutscene and boss fight triggered as the player character approached Laurence's skull.

The cutscene begins with a low angle of the altar, and the camera tilting down toward Laurence's skull.

The player character reaches out to Laurence's skull, but hears something and looks up.

The Cleric Beast drops down from the balcony and confronts the player.

This is similar to the scene in the CG animation where the Cleric Beast confronts the player, although this scene takes place underground.

The Cleric Beast confronting the player character in the Grand Cathedral was also present in the Project Beast trailer, along with a human skull on the altar.

Cathedral Ward Montage: This cutscene is an alternate version of the one which plays when the player enters Oedon Chapel for the first time. Rather than the player only being shown details of the interior of Oedon Chapel, the cutscene would have introduced the entire of Cathedral Ward in a montage.

The player character pushes the door to Oedon Chapel open as in the final game, but it is shown from a slightly different angle and the player character visibly struggles to open it.

A montage then shows the Astral Clocktower, the circular plaza in Cathedral Ward, the exterior of Oedon Chapel, and then finally the interior of Oedon Chapel.

The player character then walks into frame. This is similar to the end of the cutscene in the final game, but the camera is higher up and closer to the player character, meaning that the Oedon Chapel Dweller is not visible (the character may not have existed when this scene was designed).

Huntsmen Entering Cathedral Ward: This cutscene depicts a group of Huntsmen, accompanied by a Hunting Dog and a Huntsman's Minion, entering Cathedral Ward via the gate where the player character first encounters a Church Giant. No equivalent to this cutscene exists in the final game, although it does somewhat resemble a scene in the CG movie. Due to the scene being unfinished, it has multiple visual glitches. The camera clips through pieces of the environment, and the Huntsmen are equipped with multiple weapons in each hand. [No environment]

Huntsmen walk through the gate. The camera lingers on a Hunting Dog as the mob begin approaching Cathedral Ward.

By removing the environment, the mob of Huntsmen are more visible.

This scene is similar to one in the game's CG movie.

A functional, in-engine version of this cutscene featured in the first Project Beast trailer.

Altar of Despair: There was supposed to be a cutscene that played when you revived Queen Annalise through Altar of Despair. In the files it's only an empty cutscene file so it just fades to black and back.

However, when the camera angle changes, the player character's location moves to the round plaza in Cathedral Ward.

Laurence's Memories with lighting switched off: When viewing Laurence's memory, the scene fades to black as Laurence leaves Byrgenwerth. However, by removing the fade to black, it is possible to view the model used to represent Laurence.

This shows that Laurence is represented by Micolash's model. This may be an artifact from an earlier version of the story, or simply a placeholder.

Vicar Amelia Off-Screen Transformation: In the retail release of Bloodborne, Vicar Amelia's transformation into a beast occurs off camera, with only her shadow visible. By extracting the animation files and viewing them in an external program, it is now possible to see the entire transformation sequence. This demonstration was made by Sanadsk.

Amelia's beast form is loaded in outside what the camera can see. When she transforms, the beast form simply slides to her position. Because the transformation occurs in silhouette, this gives the impression of Amelia's shape is transforming into the beast's shape, even though the model itself does not transform. A copy of Amelia's pendant flies away from her human model during the cutscene. It is unclear why. [image 1, image 2]

Restoring Enemies/NPCs [Examples]

Restoring the unused enemies/NPCs on locations of existing ones and making them work in-game. It is not just the case of replacing one files with another - files are decrypted, edited and re-encrypted, and then engine loaded them. It is also possible to swap current enemies/NPCs to make them appear on different location.

For example Slug Princess in place of the Doll in Hunter's Dream; Unknown Boss placed on the Great Bridge in Central Yharnam; King of Skeleton enemies placed under the bridge instead of Huntsman Minion in Central Yharnam. Tiny Orphan Model has no ID or animations. It is possible that it was removed over controversy over child killing. For more information scroll down to the Unused Content portion of the page.

ShrineKnight [ID: c2030] there are two variants: Halberd & Shield, Sword & Shield. Halberd version swings and thrusts with halberd. It can thrust with the halberd through the nook in its shield, and has charging attacks. It can also put the shield away and switch to a two-handed halberd moveset [video].

Willem [ID: c5130 & Name: Proffessor (two f's in original as well)] has unused attack animations where he slams his staff into the ground in front of him. There are one-handed and two-handed variants. Has another unused attack animation in which he points his staff forward, shakes for a while, then stabs the staff through his torso. According to the parameters in the game files, he had the ability to cast magic from his staff, so this animation is probably a "beam" attack of some kind. He also has an animation where he raises his staff in the air, flies straight upward, then lands again. [video]

Chapel Dweller [ID: c1130 & Name: DemonsFanatic] found in some of the unused Chalice Dungeons. Only appears in some versions of the game. He wields a staff that he attacks you with physically. Has a ranged attack where he throws burning liquid from the urn around his neck. He can raise the staff and buff enemies that surround him. The buff makes a blood explosion effect, similar to when you are frenzied. The hunting dogs found in Hemwick are called "BeastOfFanatic", and their ID is right after his in the game files, so he was probably supposed to work with them. [video]

King Ghost Low Class [ID: c2300 & Name: KingGhost_LowClass] there are three variants: Spear & Shield, Sword & Shield, Sword & Orb. Spear & Shield has multiple sweeping and thrusting animations. Sword & Shield has multiple slashing animations, both one and two-handed. Sword & Orb has him hold the orb up high briefly, then swing it foward. This is the same orb weapon that was data mined earlier. He also has several non-combat animations in which he opens doors and climbs ladders. Has a "ghost" texture like the ghosts in Cainhurst. [video]; Update - restored in-game: King of Cainhurst, referred to internally as "GhostKingLowClass". His ID number is only two digits away from Logarius. He looks very similar to Logarius, but is a lot "cleaner" and simpler. Can be loaded with a ball weapon that he tries to smash you with. Can also wield a long spear. [video]

King In Blue [ID: c2310 & Name: KingInBlue] similar to Logarius, but with a large sword. Has animations for swinging it horizontally one-handed, two-handed downward attacks, a one-handed thrusting charge attack and a two-handed thrust. Has an animation where he the sword skyward, then lowers it and readies himself to attack. Presumably this is him buffing the sword. [video]; Update - restored in-game: Other King of Cainhurst, Referred to internally as "KingInBlue". His ID number is only one digit away from Logarius. (Logarius is called "KingReaper"). Looks more like Logarius than the previous king character. He has moves when loaded into Logarius' room. One involves him holding his sword up, then doing AOE damage, but the animation is incomplete. He has a cape which only loads in some areas (not Cainhurst). His sword loads differently in some places too, so it is most likely that the sword could change form (like a buff). Hitbox on his weapon is unfinished and very inaccurate. [video]

Burned Warrior: The name is "Burned Warrior" in the game. They have a unique appearance that looks like cel-shading, where there's a thick black outline around them and their body is a flat shade of orange. A bloom effect is then applied. They can be loaded with different weapons. Variants with a bow, a longsword and a spear. You can use your gun to interrupt their attacks and then perform viscerals. So far no other cut enemies let you do this. Some places load them without the shader effect. When this happens you can see that they have a large growth on the back of the necks (looks a bit like in DkS1 when you get infected with the egg parasite, but with the egg off the side instead of encasing your head).
[video]

Big Burned Warrior: A large variant of the above enemies, about the size of the Huntsman's Minion. They don't have the lump on their neck. Can be interrupted and visceraled. So far their moveset isn't loaded properly. They load with a bow, but can't get them to use it. Also they load without their shader in some places. [video]

Moon Presence Final Form: This is the version you fight in the test chalice dungeon. ID is "InheritTheNightmareLastForm". Moveset and hitboxes aren't finished. [video]

Moon Presence Second Form: ID is "Inherit The Nightmare Variation". Looks the same as the model as the one we fight in game, but missing textures and animations. Unfinished to the point where it can't do anything except slide around. [video]

Unused Hunter (prototype): Has a sword and shield. No animations, just a model in a T-pose which can be loaded. Used in one of the early Project Beast trailers.
[video]

Father Norbert: Character we've seen before whose clothing matches the portrait in Cainhurst. No animations. No indication in the data as to where he was originally going to be. [video]

UPDATE: Snake Ball Boss: The Snake Ball is an unused Bloodborne boss which was originally encountered in Forbidden Woods, where the Shadows of Yharnam fight currently takes place. The large snakes summoned by the Shadows of Yharnam in their third phase are a remnant of the original boss fight. Lance McDonald has partially restored its functionality through hacking.

The Snake Ball's deleted Living Liver and boss HP bar both refer to it using the kanji "蛇玉". This can be read in numerous ways, most commonly as the name of a kind of firework, but the game internally refers to the boss as "SnakeBall" using English text.

The Snake Ball boss is a massive variant of the smaller Snake Ball enemies in Forbidden Woods, comparable in size to Amygdala and The One Reborn. Like the larger bosses in the game, it has two separate lock on points, one on the base of the ball and one one the large central snake. The individual snake heads around the base of the ball do not have separate lock on points, but will react individually if hit.

After taking enough damage, the Snake Ball enters a staggered state in which the heads hang down. This triggers the appearance of the snake heads normally summoned by the Shadows of Yharnam. However, the Snake Ball has an unused animation, still viewable using the game's internal model viewer, in which it sticks its heads into the ground. This would likely have led to the snake heads bursting out of the ground, with the stagger animation trigger being a glitch due to the removed AI script.

The Snake Ball's AI script no longer exists in the main game, so restoring it simply makes it stand still on the spot. However, it was also intended to be a Chalice Dungeon boss, and the AI script of that variant remains, allowing it to be partially restored. Its attacks are similar to the smaller Snake Ball enemies in Forbidden Woods, with the individual heads lashing out at the player character, and the central head spitting poison. Rather than a single poison projectile, the poison produces a large poison cloud that lingers in the area. When defeated, it explodes in a series of blood splatters rather than just one, likely representing that it was numerous creatures rather than one.
[video]

UPDATE: Snake Ball Boss

Restoring NPC Questlines

Lady Maria NPC: Lady Maria was originally a fully functional NPC who would interact with the player, as hinted at in The Old Hunters' promotional artwork which depicted her alive while seated in the Astral Clocktower. In files thanks to Gibbed and Sanadsk we can see her sitting animation without chair and sitting animation on chair as seen in the Old Hunters promotional art & trailer. ID: c4520 & Name: WomanHumter ("HUMter" in original as well).

Maria's interaction with the player originally ended with her being murdered by Simon, after which she would return to life and fight the player as she does in The Old Hunters. The final version skips over all the player's interaction with Maria by simply flagging her as murdered by deafult. This makes it possible to restore her functionality by changing the flag. Maria had fully voiced dialogue. Most of the English subtitles functioned properly, but others were unfinished and displayed as "?TalkMsg?".

If the player left the room after having spoken to Maria, she would have been dead when they returned. The scene would then play out as it does in the finished game, with Maria grabbing the player's hand as they inspected her corpse. Maria had two different corpse poses depending on how she was killed. If Simon killed her (through the player leaving and reloading the room), she would adopt the pose she is found in the finished game. This is confirmed to be Simon by a developer note, reading "会話NPC_時計塔の狩人秘密を探る者に殺された死体" ("Conversation NPC, corpse of the clock tower hunter killed by the seeker of secrets"). If killed by the player, her corpse would adopt a different pose which is not seen in the finished game, although in the restored version it quickly changes to the other pose when the death animation is complete. This corpse pose was referred to as "会話NPC_時計塔の狩人PCに殺された死体﻿" ("Conversation NPC, corpse of the clock tower hunter killed by the PC"). For more information visit Datamined Lady Maria NPC page.

Fishing Hamlet Priest & Yharnam Stone: In all release versions of Bloodborne, the Yharnam Stone key item serves no purpose other than as proof the player has found and defeated Queen Yharnam. However, Lance McDonald has partially restored a function that the item once had. In The Old Hunters DLC, the Fishing Hamlet Priest has two possible reactions to the player character, depending on whether or not they have the Milkweed rune equipped. However, an unused version of the Priest's conversation tree exists in the game files. This conversation tree is part of the Research Hall map, suggesting the Priest was initially located there. By moving the conversation tree data to the Fishing Hamlet, the Priest can be interacted with in a more complex way, which involves the Yharnam Stone. [video]

In this older conversation tree, the Priest's dialogue about the Orphan of Kos returning to the ocean is delivered in person by the Priest, rather than in voiceoever.

If the player character talks to the Priest after defeating the Orphan of Kos and also has the Yharnam Stone in their inventory, the prompts "「ヤーナムの石」を渡す" ("Give Yharnam Stone") and "渡さない" ("Refuse") appear. If the player selects "Give Yharnam Stone", two unused lines of dialogue are played:

English

"Kos! Fair child of Kos! Time is not, and the sea rumbles afar. And yet, a mother's pungent devotion can still be felt.

Ahh, thank you, messenger, I exude gratitude for one such as you. Kos, bless this messenger, this visitor from beyond.

Japanese lines

ギイイイイイッ…

ゴース！ゴースの赤子っ…

ギイッ…ギイイッ…

ギイイイイイッ…

時もなく、海も遠く。 それでも腐臭、母の愛は届いたか

ああ、ありがとう。 使者よ、感謝します

彼方からの使者に、ゴースの加護あれ

This does not remove the Yharnam Stone from the player character's inventory, and the player character receives nothing in return.

Father Gascoigne: Prior to his boss fight, it is possible to summon Father Gascoigne as a co-operator using the Old Hunter Bell. When summoned this way, he behaves like all other Old Hunter NPCs, and does not interact with the player. However, an earlier version of Gascoigne who behaves like a fully interactive NPC still exists in Bloodborne, and has been restored by Lance McDonald. [video]

Father Gascoigne can be encountered on the Great Bridge in alpha version, where he fights alongside the player. This is not a summon, and is handled similarly to Eileen's appearence in Tomb of Oedon. This version of Gascoigne has no dialogue, and simply fights the enemies in the bridge.

An interactive version of this version of Gascoigne still exists in the data. This version would have been encountered near the Huntsman's Minion banging on the door in Central Yharnam is, and would have assisted the player character. Upon meeting him, he speaks the following lines:

...Well well, a hunter, is it? Ahh, tonight, there's something different in the air...

Men leave as hunters, and return as beasts... Let there be no doubt. If it moves, you can be sure it's a beast. And even if it doesn't, well, don't take any chances! Ha ha ha ha ha hah!

Approaching Gascoigne when no enemies are present causes a "Talk" prompt to appear. If interacted with, Gascoigne will say the following line:

Beasts everywhere... I like the smell of this hunt already! Ha ha haa!

Gascoigne will continue to follow the player character until defeated. As this is unused content from version 1.0, it is currently unknown how he would have interacted with the non-Cleric Beast path that culminates in his boss fight.

Restoring NPC Questlines Part 2

Vileblood Queen (Alpha): The character of the Vileblood Queen and her associated quest went through a number of changes during Bloodborne's development. Lance McDonald has partially restored an earlier version of the Vileblood Queen, video and audio of which can be seen in this video. This version of the Vileblood Queen speaks with the same voice as the Doll and Maria, and her data-mined dialogue is available on this website's dialogue reference page.

Upon the player character approaching, she says:

Is someone there?

Well, whoever you are, it matters not. I will not die, tarnished as I am. You came here for naught.

Be off with you.

If the player character speaks to her:

Cease this.

I am Queen of the Vilebloods. The Healing Church binds our tongues.

Now, off with you.

If the player character speaks with her again:

You are a peculiar one.

You’ve nothing to gain by speaking with me.

Well, if you truly do not fear the Healing Church, tell me of your thoughts, your desires.

This causes a prompt to appear, with the player able to choose between two options. The first is "契約", meaning "Contract". This the same kanji used in the release version when referring to swearing an oath to the Vilebloods.

If selected, the Queen says:

I… I am afraid. That, I cannot do. Please, I do not wish to lose anyone else.

But thank you, it was a kind offer. My ancestors smile. I can help with other things, only no contracts. Anything that you wish. Anything at all.

The second is "協力", meaning "Cooperate".

If this is chosen, the Queen will say:

You are kind to me. You are… a friend. I will help you however I can.

Regardless of the choice, if spoken to again, the Queen will repeat:

You are welcome here.

What do you require? I am pleased to oblige.

If attacked by the player character, she will respond:

Oh, dear me… have I offended you?

I am undead. There is nothing you can do to hurt me. The failed, and so will you.

If the player character leaves the room, the Queen will say nothing. However, if they have attacked the Queen beforehand, she will say:

I see. Now, you must go. A blessing upon you, and your heartfelt kindness.

No further interaction is possible, and comparing the Queen's dialogue here to the data-mined dialogue, there are no unused lines which could be triggered.

Caryll Runes: Originally runes were supposed to be consumable items that you take, in form of the pages from lost book of runesmith Caryll. Descriptions of the pages reads:

"A page from the lost book of runesmith Caryll.
Caryll devoted his life to transcribing the sounds
spoken by the Great Ones.
Read a Caryll Rune to assume its form."

If you use the page you break them (as with unique Blood Gems) and it will grant you the rune. It is possible that this was not how they were meant to be extracted (Rune Workshop Tool) but all pages behave the same in this form. Some names were changed such as "Destroyer" rune (now Clawmark); "Oedon Liason" rune (now Formless Oedon); "Liason" rune (now Oedon Writhe); "Reveller" rune (now Blood Rapture). Also third (top) tier of Guidance rune has not place parameter so it is 100% not possible to obtain this rune in the game.

Queenly Blood: This item heals HP and temporarily boosts stamina recovery very similar to the "Blood Vial of Arianna" with same animation and aura, it was meant to be as Vileblood covenant reward as item description reads:"Blood received from Annalise, Vileblood Queen of Cainhurst.

Vileblood hunters who offer sufficient blood dregs are
allowed the special honour of imbibing this blood.

Clocktower Hunter Badge: This badge is found in the DLC files, it is confirmed to work as regular badge. It isn't any covenant reward, doesn't have any item description nor any effect when loaded into the game.

Bullet Recovery: ID 910, there is only name and the icon so purpose of the item is unclear and left to speculation.

"Doll Repair Kit" Unknown Item: ID 121, there is only the icon so purpose of the item is unclear and left to speculation.

Petrified Blood Gems: They all share the same item description: "Polish to gain a blood gem which fortifies weapons and adds various properties." It is possible they work in the similar concept as the unused Caryll Runes.

Livers / Living Livers: Livers are equivalent of the boss souls from previous Souls titles. For example Liver of Father Gascoigne with description "The soul of Father Gascoigne". A lot of the existing bosses are included but there are some changes in names: Vicar Amelia is Saint Laura; Cleric Beast is Father Norbert.

Various prototype names (text): For example "A call beyond" is called "The anger of Kos"; "Old hunter bone" is "Double accelerator"; and unused one "Dangerous follower" which is described as "damage enemies that you touched without knowing".

"Special material used in a Holy Chalice ritual.
Strange creatures lurk in the nooks and
crannies of the old labyrinth."

[ID 00002] Bullet Refill

[ID 00121] Doll Repair Kit

[ID 00125] Clock Tower Hunter Badge

[ID 00133] Unknown Item

[ID 00183] Queenly Blood

[ID 00184] Unknown Item

[ID 00324] Petrified Blood Gem

[ID 00325] Petrified Blood Gem

[ID 00326] Petrified Blood Gem

[ID 00327] Petrified Blood Gem

[ID 00329] Petrified Blood Gem

[ID 00330] "Book of Caryll" Pages

[ID 00331] "Book of Caryll" Pages

[ID 00332] "Book of Caryll" Pages

[ID 00333] "Book of Caryll" Pages

[ID 00334] "Book of Caryll" Pages

[ID 00335] "Book of Caryll" Pages

[ID 00336] "Book of Caryll" Pages

[ID 00337] "Book of Caryll" Pages

[ID 00338] "Book of Caryll" Pages

[ID 00339] "Book of Caryll" Pages

[ID 00340] "Book of Caryll" Pages

[ID 00341] "Book of Caryll" Pages

[ID 00342] "Book of Caryll" Pages

[ID 00343] "Book of Caryll" Pages

[ID 00344] "Book of Caryll" Pages

[ID 00345] "Book of Caryll" Pages

[ID 02064] Annalise' Helmet

[ID 02065] Annalise' Dress

[ID 02142] Micolash's Set Arms Gear

[ID 02178] Alternate Djura's Set Hood

[ID 02187] Garden of Eyes Head Gear

Restoring Objects [Examples]

False God in Central Yharnam: The Amygdala from Bloodborne Alpha that can be seen in Central Yharnam does exist in the final game as well, but has to be re-enabled through a small edit. It also doesn't cast dynamic shadows anymore because of changes to the lighting engine.

Hemwick Coffin Cart: This is an enclosed cart that's only textured from the inside. Loads in Hemwick. Inside are four coffins, four small framed pictures, two incense urns, some flowers and a cloaked statue that looks like the ones in Yahar'gul. All four coffins are unique and unused in the final game. One is very large, one is a variant of the coffins found in the Chalice Dungeons which contain treasure, and the other two are smaller and made of wood. They all have red cloth and candles covering them. The four small framed pictures are all unused, and are of a similar style to the portraits in Cainhurst. There are only really three pictures, with one duplicated to make the four. [video]

Other Hemwick Objects: The coffins from the carriage can be loaded separately, without the red cloth covering them. The large one has no textures when loaded separately. A smaller coffin that has a flower on it. [This flower is a kind of rose that's very close to the ones the Doll wears on her bonnet, and also the designs on Yharnam's dress. Doesn't seem to match any other flowers in the game]. A unique chair asset. The chair is badly damaged but still holds together.

Unused Hemwick map data: for Hemwick includes a very low detail knight wearing something that looks like the Fluted Set from Demon's Souls. Its texture is just bright red with no other detail. [video]

Cainhurst Objects: An ornate chair. A set of armour that's on display. Waist-up, no leggings. It matches the kind found on corpses in the Chalice Dungeons and that's worn by the old man in the portrait in the Cainhurst dining room. Three chests matching the kind found in the Chalice Dungeons, but with a texture that makes it look like they're outside in the snow. [video]

Dead Body: There is an unused static model of a male Yharnamite cradling a skull. It's loaded into the Hunter's Dream. Based on data associated with it, it was interactive at one point, but there's no indication of what it did. The model has no back, so it was meant to be placed up against a wall. [video]

Mass of Flesh: An unused asset from Nightmare of Mensis. Mass of flesh in cages. It has a humanoid leg at the bottom. There are three models and they share IDs with the Garden of Eyes.

Corpse Tombstone

Corpse of the old man loaded into RAM in the Hunter's Dream. From the information QA tester provided these corpses were once tombstones you used to "awake". This further proves the extracted reflective environment map for the Hunter's Dream where you can see such corpses in front of the tombstones.

This expands on dead body object discovery (above): "There is an unused static model of a male Yharnamite cradling a skull. It's loaded into the Hunter's Dream. Based on data associated with it, it was interactive at one point, but there's no indication of what it did. The model has no back, so it was meant to be placed up against a wall."

Model of the corpse

Reflective environment map for the Hunter's Dream

Hunter's Dream Mirror - Change Character Appearance

The cracked mirror in the Hunter's Dream was originally capable of changing the player character's appearance. This is similar to the "Rebirth" function in Dark Souls 3, although with fewer limitations, as it appears it could change the player character's gender and could be used an unlimited number of times. It is possible to restore this function through modifying the game's files, though only in part, as event code relevant to the function has been entirely deleted and cannot be recovered. [video]

The mirror was activated like any other interactable object in the game, using the prompt "Put on Disguise". The game would then display a message on screen reading "Wear clothing to change appearance".

The "Appearance" menu has not been completely restored, but looks like it would have used the same options and parameters as the character creation screen shown when the player starts a new game. Because the function is not completely restored, the menu appears as a transparent overlay and looks incomplete.

The game contains an unused map node called "Return Point For After Character Remake", suggesting that the player character would move somewhere else when having their appareance altered. Because the function is not completely restored, the player character and camera remain in control of the player.

Warp Chairs & Statues - Early Lantern Prototypes

Warp Chairs were in the alpha, but couldn't be interacted with. They were replaced with lanterns after the alpha. The chairs look different depending on your location, with unique models for Iosefka's Clinic, Central Yharnam, Hemwick, Oedon Chapel, Cainhurst and the Nightmare Frontier. In the final game, the data for lantern positions still calls them "Warp Chairs". [video]

Warp Chairs have a "Phantom" in them that looks like the player. When the Phantom is present, the player is given a Japanese prompt that translates to "Shake Phantom Awake" [幻影を揺り起こす]. This causes the player to put their hand on the Phantom's shoulder and shake them, causing them to disappear. The chair can now be used, with a Japanese prompt translating to "Sit in Sleeping Chair" [寝椅子に座る]. Warp chair fully restored (Presentation Mode)

The chairs take you straight to the Hunter's Dream, there is no warp menu. Animations for the character disappearing from the chair (returning to the Hunter's Dream), and for sitting idle are only used by the phantom you wake up. Player's character sits down and fall asleep, fading to a black screen, when you arrive you wake up and stand up.

More information about working "Warping Chair mechanics" can be found on datamining page for Tokyo Game Show 2014 build [September 18th, 2014] leading on to Alpha tests.

Statues were shown off in early Project Beast trailer. They were an earlier version of the chairs. You activated them by stabbing them with a glowing sword item. This item and animation have been removed, but the statue is still present. They look like the statue behind the Memory Altar in the Hunter's Dream, but are designed so that Messengers can appear around them, and they have a subtle glow effect. [video]

Environment Exploration [Examples]

Working with the game files give us a lot of opportunities to explore the areas in a ways we wouldn’t be able to otherwise. If we remove locked door on the Great Bridge behind Cleric Beast we fall through the map as shown in the video. That being said Bloodborne has an entire Cathedral Ward map file that is never used in game. It would have loaded if the door behind Cleric Beast could be opened. It's possible to load it by skipping Gascoigne’s fight. It’s all the same, except earlier time fo day. So most likely that door definitely was planned to open at some point. The map is fully working and populated by normal enemies.

Update: With disabling gravity we can see the other side of the "Closed" door at Cathedral Ward. Notice you can see the chest at the bottom-left, impropperly displaying when it should be inside the geometry.

In the Nightmare Frontier, there are abandonned ship's masts off in the distance in the fog. With map editing, we can bring them to the foreground. [masts in the fog] Another interesting thing about the Nightmare Frontier is that you can actually see Mergo's Loft from the The Nightmare of Mensis off in the distance. Even though you never get close to it, the entire thing is massively detailed and even has a near complete back-side (pictures below).

Cainhurst Sequence Breaking: There is nothing behind Logarius until you wear the Crown of Illusions. If you remove the wall and get past it without the crown then you just fall through the scenery. If you hack the headstones in the Hunter's Dream to teleport you to Annalise' room without having worn the crown, the room won't load and you'll just load in a void and fall to your death. Annalise still greets you, however.

Byrgenwerth and the Lecture Hall were once connected. In the final game, you can still run from one to the other by going out of bounds. This is the only place in the game where 2 areas share one map file.

Early prototype of Bloodborne’s “Upper Cathedral Ward” map was left behind in the Dark Souls REMASTERED files. It was created when Dark Souls DLC was in development, it’s not new work by the REMASTERED team. For more information proceed to Datamining Dark Souls Remastered wiki page.